Hey #Tabletop #RPG folx! I have an #AskFedi for ya!

GMs: What is your top tip for running good games (that *hasn't* been mentioned yet)?

Players: What's something your GM has done to make the game awesome that you wish more GMs would do (that *hasn't* been mentioned yet)?

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I'll start (with one of each).

As a GM, I use the 3-act play / 5-room dungeon style as often as possible. It keeps things tight, makes for satisfying progression, and can be scaled to work for almost anything.

As a player, I was shocked the first time a GM of mine rolled some dice and said "you hit, and it takes Blorp out of the fight, what does that look like?". Every GM I'd had previously would've just said "you kill Blorp". That one question has made playing characters *feel* so much more epic.

@alice

As a GM, sometimes there's gold to be had in scene descriptions you didn't plan for. Improvising what the horses at a horse auction know (because the PCs were interrogating them) is one of the more memorable ones for me, and that was a direct result of the scene description presented to the PCs upon arriving in town.

As a player, make story choices that demand suboptimal gameplay. During one particular adventure, my Fighter essentially transitioned into being an Oath of Vengeance Paladin as a result of particular story elements. The GM supporting that move was great and luckily I was at a table that lacked min-maxers. Easily top 3 all time RP experience for me and that campaign lasted years.

@fennix @alice

Ahh, unexpected improv dialogue. Some of the best unplanned moments.

Gnome character casts "Speak with animals" to see if the cows in the field saw anything useful for their investigation.

My inspired, off-the-cuff first response "Holy shit! A talking gnome!"

Players cracked up.